
I always felt the stock exchanges were a bit too much like work.
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Fair enough but ive noticed that the game before the mod was using around 17% of my 580 but with the mod it's bearly using 8%. I have an i7 2600k and it should be more than enough.....Master of the Blade wrote:No - what SETA does is make the game try to fit everything that happens in 10/8/6 seconds into one second, meaning your computer is running every script that many times faster, which causes performance issues more or less regardless of your processor.
Really..? Odd. If I recall correctly, playing on my old TC playthrough, I'm pretty sure most of the ships I flew didn't have both.. In fact, I'm nearly positive, because I definitely would have noticed this sooner. Huh.paulwheeler wrote:@ CannibalCrow
Ah - what you are seeing is normal. The vanilla engines have been left on most ships, but as they are fixed to the ship, they do this when you make a sharp turn.
The only fix is to remove the vanilla engine effects. Im not sure theres a simple way of doing this though - it means editing every single fighter scene file.
It is annoying though so I may look into a way around it.
mr.WHO wrote:Hey Paul, there is a one thing that bothers me - Teladi Frigates - Geocheon, Talon and Raven.
First two are light frigates while the last is heavy frigate. I don't understand why Teladi need two light frigates when they lack light destroyer?
I mean Raven could be much better in light M2 role, while Talon should be heavy frigate (both role are comparable with Cadius initial vision for those ships).
Talon as light frigate sux badly - it theory it should be fater and better armed that Geocheon. Unfortunately it fail in both parameters. It's barely faster than Geocheon (like 7 m/s). It has bit better anti-M7/M6 waepons, but it's anti-fighter mounts are non existant (EBC is a mega fail as AA weapon).
Add to it 3 GJ shielding (which is totally against Teladi doctrine) comparing to Geocheon 5 GJ.
To sum up - not faster than light frigate, not better AA than light frigate and not shileded enough to go against nything bigger than M6.
there is no need for two light frigates, especially when one sux much in comparison.
That shouldnt be happening. Try cloning it.Scoob wrote:Hi Paul,
I have a Boron Hammerhead and it's Laser Energy is always showing as 0% (ZERO) MARS does fire the weapons, however issuing any attack command is ignored by the ship, also OOS, it does not defend its self and cannot attack anything.
Is this a glitch from upgrading to 1.24 from 1.23? I only started this particular game in 1.23...
Note: Lasers ARE of course installed, I did this manually and MARS swaps them around as you'd expect.
Cheers,
Scoob.
You dont notice it on most ships as the vanilla effects are mostly short. The Boron effects are longer so its a bit longer.CannibalCrow wrote:Really..? Odd. If I recall correctly, playing on my old TC playthrough, I'm pretty sure most of the ships I flew didn't have both.. In fact, I'm nearly positive, because I definitely would have noticed this sooner. Huh.paulwheeler wrote:@ CannibalCrow
Ah - what you are seeing is normal. The vanilla engines have been left on most ships, but as they are fixed to the ship, they do this when you make a sharp turn.
The only fix is to remove the vanilla engine effects. Im not sure theres a simple way of doing this though - it means editing every single fighter scene file.
It is annoying though so I may look into a way around it.
I use NPC bailing myself and never had issues like this. Id try reinstalling it. When a pilot bails, the script should clear any running tasks or hostile relations.dreamer2008 wrote:I notice some weird behavior in my game. I think there is some sort of bug or small incompatibility with the NPC Bailing Script.
I started with Humble Merchant Start, and when capturing a ship that was abandoned by a pirate for example, an argon military colossus immediately becomes hostile. This has happened a few times in President's End, haven't had the chance to try in other sectors. Its weird, that only that one colossus becomes hostile and attacks.
If I go through the gate and come back the colossus becomes friendly again. Or once it appeared hostile (with red) when looking at it, but not on the map, and it didn't attack.
I remember that I installed NPC Bailing in the past with XRM but on a TC install, and I didn't have these problems. Any idea why they exist now?
Can you please tell me where in the Warelists? Under tShips is said warelist 89, but that only lists the 2 preinstalled Fight software. Is there any other area?paulwheeler wrote:The repeater does similar damage to the PAC so the Keris should be superior to the IRE armed Mk1. IMO, a Keris armed with EMPC is overpowered for a drone.Alkeena wrote:Oh, also, how are fighter drones kitted out? I tried upping the cargo/ware size of the keris to try and have them auto-outfitted with emp/shields again, and even tried to change the weapon compatibility to experimental empcs (repeater=incompatible) to force the issue; but they still just spawned with a repeater (in the hold w/ the changed compatibility).
Just for my own personal purposes I'd like to boost kerises back to something resembling their former glory (perhaps at the cost of greater cargo space or something). Right now, with just a repeater, they're even less useful than mk1 fighter drones given their abysmal speed...
The loadout for drones is set via warelists.
Things are more complicated than "throw more CPU at it." Bus width and RAM read-write among other things.calvhugs wrote:Fair enough but ive noticed that the game before the mod was using around 17% of my 580 but with the mod it's bearly using 8%. I have an i7 2600k and it should be more than enough.....
I'm guessing that the stocks are a little messy due to the mod making the AI buy and sell different stuff that I would normally invest in. Shame really as the stock market is the best way to make a quick 20mill in the early game.
There's a (somewhat clunky) list of ship and weapon stats in the OP just below the .cat/.dat download links. As for finding where they're available, install and use Scorp's Map. The TC version works fine in AP, but of course the log0001.txt file is written to AP's save folder instead of TCs.DrwHem wrote:is there a wiki for this mod with weapons stats, locations ect? im trying to figure out what the best weapons would be for each type of my ships
I reinstalled the script and its the same problem, with the same military colossus. Maybe there is conflict with some other script, from the AP bonus pack, or salvage command, or FDN.paulwheeler wrote: I use NPC bailing myself and never had issues like this. Id try reinstalling it. When a pilot bails, the script should clear any running tasks or hostile relations.